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VCU Artist Uses Emotion AI and VR to Amplify Immigrant Stories

VCU's SentimentVoice turns performers' vocal and facial emotion into VR-driven animations for immigrant stories.

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Two performers seated on a dark stage: one reads from a script while the other wears a VR headset; behind them a large screen shows a purple virtual airport waiting area with script text, a detected-emotion readout and an emotion radar chart.
During a live performance of SentimentVoice, two actors read from a script while a virtual reality headset responds to one of the actor’s emotions.

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Virginia Commonwealth University School of the Arts professor Semi Ryu created SentimentVoice, a live performance and exhibit piece that uses machine-learning emotion tracking and virtual reality to put immigrant testimonies on a large screen. It was developed with Alberto Cano and funded by the Commonwealth Cyber Initiative. Ryu describes it as a way to use AI as an empathetic tool for understanding the emotional space and struggle of immigrants.

How it works

Ryu interviewed immigrants in the Richmond area about moving to the United States and compiled the testimonies into a script. Each story is set in one of five places: airports, schools, workplaces, hospitals or immigration offices, and the virtual environments were built around those settings.

During a performance, one actor wears a VR headset and explores one of the pre-set settings. The actors take turns reading the script, and the headset detects emotion in the wearer's voice and facial movements. AI software turns those emotions into animations overlaid on the background images on the screen. Ryu gives examples: sad stories bring rain, lonely stories bring snow and angry stories bring fire.

Exhibition use

When shown in a museum or exhibit space, visitors first read a short immigrant story. They then put on the headset and either retell it or tell a related story of their own while the AI interprets their emotions on screen. The Commonwealth Cyber Initiative's account says the installation opens to attendee participation after live performances.

Where it has been shown

  • 2024 Cyber Arts Exhibit, Torpedo Factory Art Center, Alexandria, Virginia, running 5 October 2024 to 19 January 2025, with a VR workshop on 18 October 2024
  • An arts and technology symposium at Connecticut College (March; the year is not stated in the source)
  • SIGGRAPH 2025, Vancouver
  • Microwave International New Media Arts Festival, Hong Kong City Hall
  • Other venues across the United States, with a showing planned in Dubai at the International Symposium on Electronic/Emerging Art

Team and funding

The credited team is Ryu (creative director), Miles Popiela (technical lead, AI and VR), Henry Bryant and Ariana Thomas (AI and VR developers) and Matthew Labella (3D visual producer). The Commonwealth Cyber Initiative funded the work through its 2023 CyberArts and Design program, which framed it as a way to explore how threat actors could surveil emotion data in personal speech.

Quotes

“This project is about amplifying immigrant stories, and using AI as an empathetic tool to create a better chance to understand their emotional space and struggle.”

“The project asks whether these tools can be directed toward listening, acknowledgement and empathetic encounters.”

“When they tell a sad story, there is rain, and for lonely stories, snow is coming. For angry stories, fire is flying.”

“I wanted to create a VR experience in which immigrant narratives could be heard, felt and amplified through responsive environments.”

“The world is marked by suffering, and I hope to foster broader conversations about the complexity and diversity of human emotional experiences.”

“Our artist group—me and my students—set out to collect stories of immigrants in the Richmond community. We looked for the emotional memories attached to locations so that we could connect it to the AI that Dr. Cano and his team were developing. We found lot of emotionally charged stories were associated with the airports, hospitals, school, emigration offices, and workplaces, from which both our beautiful VR environments and performance scripts came from.”

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